Michael Morris
First Post
I've got a new 4e group and I ran them through a plot line that involved cleaning out a kobold lair. One of my own devising and, well, then did things a bit too well maybe. The destroyed every egg in the hatchery, and the dragonborn paladin* lit up about 22 kobold children and toddlers with her breath weapon and the party mopped up the 6 adolecents. All but 2 adults, by stats kobold skirmishers where killed as well as the warren's patron dragon, a young black one (this isn't the dungeon out of the DMG mind you).
I was rather shocked at the thoroughness of the job.
However I have two kobolds with a definite thirst for revenge. So I'm going to restat the two as full NPC rangers. I figure puting them at 2nd level, same as the party.
General tactics - track the party home. The group believes they've accomplished a total wipe so I don't expect them to take too much effort into avoiding being tracked. Further, they didn't move more than 4 hours walk from the lair before camping for end of session so the two can catch up.
Once they reach Osmon they can link up with several spies the dragon in their lair was coordinating with. A larger conspiracy is afoot, but these two are only going to report what occured and then get on with their grisly affair.
Since my players are adults the actions of the kobolds are a bit graphic, so I would advise the squeamish out there to turn back now.
Dragonborn are rare, but not unheard of, and the kobolds intend on using the human village's mistrust of the party's dragonborn to their advantage. The adventure starts with a baby impaled in the town square. The corpse will be burned in a manner similar to the kinds of burns the breath weapon will do. A note will be attached -- "42 eggs, 28 children - this is the first."
Now at this point the party will have already been bragging about their haul so the town elders will throw them out. The only town they know, Alantin, of is 38 miles away beyond the kobold lair they attacked.
Another problem - and the party knows about this - is the parent of the dragon they killed is expected to show up in another 4 days. When she does she will assume the city of Alantin is responsible since as a younger dragon she's had run ins with them before. So if the party heads south for the only place they know of they'll find it in ruins.
This leaves them in the wilderness hundreds of miles from the nearest known safe harbor - with two very, very angry kobolds shadowing them.
Depending on what the party does the kobolds may try any one of the following tactics.
1) The party has no one proficient with movement in the wildreness. If they get themselves lost one of the kobolds could move ahead of the party and give them a false trail to 'follow out' but instead lead them in a pointless loop giving the other kobold time to build a deadfall trap.
2) Unless the party force marches they'll encounter at least one daily sniping trap. These won't be for killing but rather to hamper, harrass and destroy supplies.
3) The kobolds might risk an incursion into the camp to steal or destroy supplies.
4) If the weather turns favorable they may start a forest fire
What the kobolds will not do:
1) Attack directly. They've already seen their whole warren destroyed by the party. They want revenge, not martyrdom. The one exception is if the party is badly mauled in a chance encounter with something - if the kobolds think the party is weakened enough to strike they will.
Any other ideas?
*Alignments work differently in Dusk - none of the 5 alignments gives a rat's ass about the good or evil of an action so long as the precepts of the alignment are upheld. A paladin is charged with upholding the ethos of one alignment and the player is within the ethos of Shunria, or red.
I was rather shocked at the thoroughness of the job.
However I have two kobolds with a definite thirst for revenge. So I'm going to restat the two as full NPC rangers. I figure puting them at 2nd level, same as the party.
General tactics - track the party home. The group believes they've accomplished a total wipe so I don't expect them to take too much effort into avoiding being tracked. Further, they didn't move more than 4 hours walk from the lair before camping for end of session so the two can catch up.
Once they reach Osmon they can link up with several spies the dragon in their lair was coordinating with. A larger conspiracy is afoot, but these two are only going to report what occured and then get on with their grisly affair.
Since my players are adults the actions of the kobolds are a bit graphic, so I would advise the squeamish out there to turn back now.
Dragonborn are rare, but not unheard of, and the kobolds intend on using the human village's mistrust of the party's dragonborn to their advantage. The adventure starts with a baby impaled in the town square. The corpse will be burned in a manner similar to the kinds of burns the breath weapon will do. A note will be attached -- "42 eggs, 28 children - this is the first."
Now at this point the party will have already been bragging about their haul so the town elders will throw them out. The only town they know, Alantin, of is 38 miles away beyond the kobold lair they attacked.
Another problem - and the party knows about this - is the parent of the dragon they killed is expected to show up in another 4 days. When she does she will assume the city of Alantin is responsible since as a younger dragon she's had run ins with them before. So if the party heads south for the only place they know of they'll find it in ruins.
This leaves them in the wilderness hundreds of miles from the nearest known safe harbor - with two very, very angry kobolds shadowing them.
Depending on what the party does the kobolds may try any one of the following tactics.
1) The party has no one proficient with movement in the wildreness. If they get themselves lost one of the kobolds could move ahead of the party and give them a false trail to 'follow out' but instead lead them in a pointless loop giving the other kobold time to build a deadfall trap.
2) Unless the party force marches they'll encounter at least one daily sniping trap. These won't be for killing but rather to hamper, harrass and destroy supplies.
3) The kobolds might risk an incursion into the camp to steal or destroy supplies.
4) If the weather turns favorable they may start a forest fire
What the kobolds will not do:
1) Attack directly. They've already seen their whole warren destroyed by the party. They want revenge, not martyrdom. The one exception is if the party is badly mauled in a chance encounter with something - if the kobolds think the party is weakened enough to strike they will.
Any other ideas?
*Alignments work differently in Dusk - none of the 5 alignments gives a rat's ass about the good or evil of an action so long as the precepts of the alignment are upheld. A paladin is charged with upholding the ethos of one alignment and the player is within the ethos of Shunria, or red.